Exemple #1
0
		private static bool MakeLeanMSG3(Store msg, ResSet predicates, StatementSink removed,
			ResSet nodesremoved, SyncPath path) {
			// The variable path has to be expanded by including the statements
			// connected to the variables on the frontier.  Statements
			// mentioning a variable node have already been considered.
			// The target of each such statement can be considered fixed
			// or variable. If a variable is considered fixed, the edge
			// must exist in the MSG substituting the variables for their
			// values.  If it's variable, it has to have at least one
			// match in the MSG but not as any of the variable nodes.
			// If all targets are considered fixed (and have matches),
			// then the variables so far (and their edges) can all be
			// removed and no more processing needs to be done.
			// There are (2^N)-1 other considerations.  For each of those,
			// the targets considered variables all become the new
			// frontier, and this is repeated. 
			
			// First, get a list of edges from the frontier that we
			// haven't considered yet.
			
			ArrayList alledges = new ArrayList();
			foreach (BNode b in path.FrontierVariables) {
				// Make sure all edges are kept because even the ones
				// to literals have to be removed when duplication is found.
				foreach (Statement s in msg.Select(new Statement(b, null, null)))
					alledges.Add(new Edge(true, b, s.Predicate, s.Object));
				foreach (Statement s in msg.Select(new Statement(null, null, b)))
					alledges.Add(new Edge(false, b, s.Predicate, s.Subject));
			}
			
			ArrayList newedges = new ArrayList();
			ResSet alltargets = new ResSet();
			ResSet fixabletargetsset = new ResSet(); // can be fixed
			ResSet variabletargetsset = new ResSet(); // must be variable
			foreach (Edge e in alledges) {
				if (path.Path.ContainsKey(e)) continue;
				path.Path[e] = e;
				
				// This checks if we can keep the target of this edge
				// fixed, given the variable mappings we have so far.
				bool isTargetFixable =
					msg.Contains(e.AsStatement().Replace(path.Mapping));

				// If the target of e is any of the following, we
				// can check immediately if the edge is supported
				// by the MSG under the variable mapping we have so far:
				//    a named node, literal, fixed node, or predicate
				//    a variable we've seen already
				// If it's not supported, this path fails.  If it is
				// supported, we're done with this edge.
				if (!(e.End is BNode)
					|| path.FixedNodes.Contains(e.End)
					|| predicates.Contains(e.End)
					|| path.VariableNodes.Contains(e.End)) {
					if (!isTargetFixable) return false;
					continue; // this edge is supported, so we can continue
				}
				
				// The target of e is a new BNode.
				// If this target is not fixable via this edge, it's
				// not fixable at all.
				
				if (!isTargetFixable) {
					fixabletargetsset.Remove(e.End);
					variabletargetsset.Add(e.End);
				}
				
				if (!alltargets.Contains(e.End)) {
					alltargets.Add(e.End);
					fixabletargetsset.Add(e.End);
				}
				
				newedges.Add(e);
			}
			
			// If all of the targets were fixable (trivially true also
			// if there simple were no new edges/targets), then we've reached
			// the end of this path.  We can immediately remove
			// the edges we've seen so far, under the variable mapping
			// we've chosen.
			if (variabletargetsset.Count == 0) {
				foreach (Edge e in path.Path.Keys) {
					Statement s = e.AsStatement();
					msg.Remove(s);
					if (removed != null) removed.Add(s);
				}
				foreach (Entity e in path.Mapping.Keys)
					nodesremoved.Add(e);
				return true;
			}
			
			// At this point, at least one target must be a variable
			// and we'll have to expand the path in that direction.
			// We might want to permute through the ways we can
			// take fixable nodes as either fixed or variable, but
			// we'll be greedy and assume everything fixable is
			// fixed and everything else is a variable.
			
			path.FixedNodes.AddRange(fixabletargetsset);
			path.VariableNodes.AddRange(variabletargetsset);

			// But we need to look at all the ways each variable target
			// can be mapped to a new value, which means intersecting
			// the possible matches for each relevant edge.
			Entity[] variables = variabletargetsset.ToEntityArray();
			ResSet[] values = new ResSet[variables.Length];
			Entity[][] values_array = new Entity[variables.Length][];
			int[] choices = new int[variables.Length];
			for (int i = 0; i < variables.Length; i++) {
				foreach (Edge e in newedges) {
					if (e.End != variables[i]) continue;
					
					// Get the possible values this edge allows
					Resource[] vr;
					if (e.Direction)
						vr = msg.SelectObjects((Entity)path.Mapping[e.Start], e.Predicate);
					else
						vr = msg.SelectSubjects(e.Predicate, (Entity)path.Mapping[e.Start]);
					
					// Filter out literals and any variables
					// on the path!  The two paths can't intersect
					// except at fixed nodes.
					ResSet v = new ResSet();
					foreach (Resource r in vr) {
						if (r is Literal) continue;
						if (path.Mapping.ContainsKey(r)) continue;
						v.Add(r);
					}
					
					// Intersect these with the values we have already.
					if (values[i] == null)
						values[i] = v;
					else
						values[i].RetainAll(v);
						
					// If no values are available for this variable,
					// we're totally done.
					if (values[i].Count == 0) return false;
				}
				
				choices[i] = values[i].Count;
				values_array[i] = values[i].ToEntityArray();
			}
			
			// Now we have to permute through the choice of values.
			// Make an array of the number of choices for each variable.
			Permutation p = new Permutation(choices);
			int[] pstate;
			while ((pstate = p.Next()) != null) {
				SyncPath newpath = new SyncPath();
				newpath.FixedNodes.AddRange(path.FixedNodes);
				newpath.VariableNodes.AddRange(path.VariableNodes);
				newpath.Mapping = (Hashtable)path.Mapping.Clone();
				newpath.Path = (Hashtable)path.Path.Clone();
				
				newpath.FrontierVariables = variabletargetsset;
				
				for (int i = 0; i < variables.Length; i++) {
					Entity value = values_array[i][pstate[i]];
					newpath.Mapping[variables[i]] = value;
					newpath.FixedNodes.Add(value);
				}

				if (MakeLeanMSG3(msg, predicates, removed,
					nodesremoved, newpath)) return true;
			}
			
			return false;
		}